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NighthauntKurdoss Valentian, the Craven King

Kurdoss Valentian, the Craven King

The cold fury of Kurdoss Valentian is matched only by his bitterness. Cursed to sit upon a throne but never rule, the Craven King vents his anger by mercilessly smiting those his queen commands him to. Enemy leaders are targeted with especial bile.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Sepulchral Sceptre1"53+3+-2D3
Wraith Heralds’ Spectral Claws1"64+4+-1

Unit Size: 1      Points: 220
Battlefield Role: Leader
Notes: Unique


Kurdoss Valentian is a named character that is single model. He is armed with the Sepulchral Sceptre.

COMPANIONS: Kurdoss Valentian is accompanied by two Wraith Heralds, who are armed with Spectral Claws. For rules purposes, the Wraith Heralds are treated in the same manner as a mount.

FLY: This model can fly.


Ethereal: Creatures whose bodies have rotted away are difficult to harm with ordinary weapons.
Ignore modifiers (positive or negative) when making save rolls for attacks that target this model.

Frightful Touch: Gifted with the touch of the grave, a touch from the spectral claws of Kurdoss’ wraith heralds can silence the most vibrant of hearts.
If the unmodified hit roll for an attack made with the Wraith Heralds’ Spectral Claws is 6, that attack inflicts 1 mortal wound and the attack sequence ends (do not make a wound or save roll).

If I Cannot Rule, None Shall Rule!: In the presence of Kurdoss Valentian’s all-consuming bitterness and the cruel malice of his heralds, the commands of enemy generals turn to dust in their mouths even as they issue them.
At the start of the enemy hero phase, after the opposing player receives their command point for that turn, roll a dice. On a 5+, subtract 1 from the enemy player’s command points, to a minimum of 0, and you receive 1 command point.

Soul-crushing Smite: When backed by the full measure of Kurdoss Valentian’s might and bitterness, the Sepulchral Sceptre can blast his victim’s soul clean out of its body.
If the unmodified wound roll for an attack made with the Sepulchral Sceptre is 6, that attack has a Damage characteristic of D6 instead of D3.

Suffer No Rival: Never is the Craven King’s bitterness more evident than when he lashes out at those he sees as rivals to his hollow power.
You can re-roll failed hit rolls for attacks made with the Sepulchral Sceptre if the target is an enemy general.

Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
© Vyacheslav Maltsev 2013-2020